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EnPRO 351 Spring 2005 Virtual Reality: Developing an Advanced Immersive Visualization Environment at IIT - 1 - Table of Contents Introduction 3 The Problem 4 The Product 4 Our Customers 6 The Market 9 Marketing Strategy 9 Competition 11 Financials 13 Path Forward 15 Progress to Date 16 The Team 18 Risks 19 Summary 20 Appendices Appendix A: VR Systems Report 21 Appendix B: Funding Prospects Report 64 Appendix C: Software Summary 68 Appendix D: TechNews Articles 70 Appendix E: Institutions with Existing VR Programs 71 - 2 -

EnPRO 351 - Illinois Institute of Technologykrawczyk/VR_IPRO/s05i351.pdf · the visualization world by implementing a projector-based system capable of accommodating a flexible range

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Page 1: EnPRO 351 - Illinois Institute of Technologykrawczyk/VR_IPRO/s05i351.pdf · the visualization world by implementing a projector-based system capable of accommodating a flexible range

EnPRO 351Spring 2005

Virtual Reality:

Developing an Advanced Immersive

Visualization Environment at IIT

- 1 -

Table of Contents

Introduction 3

The Problem 4

The Product 4

Our Customers 6

The Market 9

Marketing Strategy 9

Competition 11

Financials 13

Path Forward 15

Progress to Date 16

The Team 18

Risks 19

Summary 20

Appendices

Appendix A: VR Systems Report 21

Appendix B: Funding Prospects Report 64

Appendix C: Software Summary 68

Appendix D: TechNews Articles 70

Appendix E: Institutions with Existing VR Programs 71

- 2 -

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INTRODUCTION

The goal of the Spring 2005 EnPRO 351 was to investigate available virtual reality (VR)

systems, evaluate their feasibility for implementation at IIT, and to ultimately

recommend the best final course of action for the university.

First coined by Jaron Lanier, VR refers to computer simulations that use 3D graphics in

conjunction with interactive devices to provide the illusion of immersion in the

simulation, or virtual environment. Today many systems exist, from the room-sized

CAVE to the tabletop ImmersaDesk. For the purposes of IIT, it was concluded that two

systems hold the most benefit for their cost: the Viz3D SXGA 3D projection system and

the GeoWall. Both projection-based systems, Viz3D and the GeoWall are highly

versatile, portable and easy to use. They are also highly affordable at $10,000 to $55,000.

GeoWall and the Viz3D system possess a number of applications, and are relevant to

both the classroom and lab. VR can be used for 3D visualization of buildings in

architecture and of molecules in biophysics. In addition, psychologists have used VR to

create alternative learning scenarios. Here at IIT, VR can be integrated with the

curriculum to create a unique learning experience. The proposed VR systems also have

entertainment value. Computer students at UIC are regularly given assignments to create

games that operate within a virtual environment and popular games even been modified

to run on VR systems. All of these applications open a number of opportunities such as

an enhanced learning experience for students and research grants for the visualization of

molecules, and provide good reason for IIT to obtain its own system.

The VR system will be run as a non-profit organization, designed to provide valuable

services to IIT students and staff. Nominal fees may be charged for use of the system but

it is hoped that most start-up funds will come from the IIT administration. In the future,

additional funds to upgrade the system may come in the form of donations or federal and

state grants. A number of methods to market the system are planned and we believe that

within a semester of obtaining the system, VR will enrich the IIT experience for faculty,

students and staff.

- 3 -

PROBLEM/OPPORTUNITY

The Illinois Institute of Technology’s mission involves educating people for complex

professional roles through research and scholarship. To effectively achieve this goal, it is

critical that the university stay current with both technology and modern industry

practices. Three-dimensional design visualization has become an integral and highly-

beneficial aspect of research and development in today’s world. This technology

streamlines the development process, broadens collaboration opportunities, and optimizes

the overall end product. Dozens of universities across the nation have already

implemented 3D visualization systems to best equip their students and faculty as they

research complex issues. Unfortunately, IIT has not yet joined this group of cutting-edge

institutions. In order to return to its theme of “inventing the future,” it is critical that IIT

first catch up with the present by implementing a 3D visualization system.

ENPRO-351 envisions the fulfillment of this opportunity through the purchase of a

commercial 3D projector system. As these solutions arrive ready to operate out of the

box, IIT would immediately regain status on the forefront of research technology. At a

minimum and at lower-cost, IIT could consider funding of a self-built “GeoWall” that

provides similar capabilities. Ultimately, both options provide solutions to the problem.

PRODUCT

A wide-range of 3D visualization systems currently populate the market. Systems range

from auditorium-sized units to individual workstations. It is recommended that IIT enter

the visualization world by implementing a projector-based system capable of

accommodating a flexible range of users. ENPRO-351 recommends the Viz3D SXGA

3D projection system manufactured by VizEveryWhere to achieve this goal. By using

two specially matched SXGA projectors mounted on an engineered stand for alignment,

dynamic 3D images and video are created for display on an optimized 64” x 80” screen.

This display easily accommodates entire class viewing, small group use, or individual

exploration. This system integrates as easily into classrooms and meeting spaces as

commonly used projectors for PowerPoint presentations. The system works seamlessly

with a range of multidisciplinary software already in use at IIT and accommodates a

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variety of hardware platforms, from laptops to graphic servers. Capable of operating in a

fixed location or as a portable unit, the system is flexible and simple to use. Upon

purchase, it can be in operation in fifteen minutes. With a next-day replacement program

and standard two year warranty, IIT is assured of problem-free operation.

The alternative involves the assembly of a self-built 3D projection system commonly

known as a GeoWall. By integrating two standard projectors into a mounting/alignment

stand, a stereoscopic image can be obtained like that from the commercial system. While

there is an estimated initial cost savings from this approach, it is unknown whether this

will hold true over the long-term. Extra IPRO time would be needed for design and

construction of the system, with no guarantee of an operational end product. However,

several universities have successfully taken this approach.

Both systems display interactive 3D models from a variety of software sources by using a

stereo converter to convert an incoming stereo 3D signal to two monitor signals: one for

each eye. These signals are directed to two projectors, which are mounted and stacked

one above the other. A polarizing filter in front of both projector lenses creates a 3D

effect, which is then viewed through polarized 3D glasses.

After the purchase of the Viz3D system or construction of the GeoWall, students and

faculty will be equipped to explore their fields in dynamic and interactive ways that were

impossible before. Entire classes can simultaneously view and manipulate data through

the 3D display. This experience will be invaluable for research. Since these systems are

already in use by industry, students will also be prepared for future use after leaving IIT.

RECOMMENDATION SUMMARY

Primary:

VizEveryWhere Viz3D SXGA Projection System

Alternative:

Construction of an IPRO-built “GeoWall” *See Appendix for specific product details

- 5 -

CUSTOMERS

Initially, one main group of potential customers can be expected to make use of the

virtual reality system on campus. This group will consist primarily of the school itself,

along with IIT faculty, staff and students. Because of the versatility of the Viz3D

projection system (or GeoWall), the system is expected to provide unique opportunities

and services to each of these customers. These services include:

� Information and Experience with Visualization Technology: The new system will

provide both students and faculty with the opportunity to work with cutting-edge

technology.

� Reputation: The new system will bring IIT more up to date with other institutions

that have had this technology for several years.

� Research: Visualization technology will provide unique research openings

currently unavailable to faculty and staff working on the IIT campus. Research in

psychology, structural biology, military technology and virtual reality can all

benefit from the new system. Not only will new research opportunities present

themselves, but new sources of funding are also expected to become available

(See Below, Potential Sponsors).

� Design: The virtual reality system will provide architects on campus with an

additional tool for the visualization of their designs. Both professors and students

will benefit from fully-rendered interactive 3D displays of their models. Faculty

and students from other majors (including the engineering fields) are also

expected to benefit from this feature.

� A Unique Learning Experience: The new system will provide a new learning

opportunity for students. Visualization technology can be integrated into a

number of courses here at IIT.

o Students in architecture can take advantage of the new system to accustom

themselves with modern technology already used in industry.

o The Computer Science department could make use of the virtual reality

system to expose its students to the field and to give them firsthand

experience with modern technology. One unique course offered at UIC

involves 3D game design compatible with existing virtual reality systems.

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o The BCPS department has expressed interest in the use of a virtual reality

system in a number of their courses, including a graduate structural

biology class, undergraduate biochemistry and biophysics, and the

American Crystallographic Association Summer School in

Crystallography.

o The new system would allow for the creation of a class about virtual

reality and computer visualization.

o The engineering department could also use the system to display 3D

images of models and designs in class.

o Internet communications could take advantage of current research to

network virtual systems between universities and institutions.

o Finally, the new system could be used by other IPROs conducting research

involving 3D models and visualization. These would include IPROs in

structural biology, engineering, robotics, architecture and design.

� Entertainment: The new system may be loaded with compatible games and other

forms of entertainment such as specially prepared movies for students and faculty.

Student organizations on campus would also be likely to find applications for the

new system. Individual use of the virtual reality system could also be a source of

revenue as costs could be charged on a pay-per-play basis.

� Art@IIT: The art gallery could possibly use the virtual reality system. Since art of

technology often involves complex 3D designs, visualization technology could

supplement the works presented. Artists may even be interested in the virtual

reality system.

� Work Experience: The new system will require staff to maintain and market it.

The establishment of the virtual reality system on campus will open new opportunities for

both students and staff at the cutting-edge of technology. It is expected to enrich the IIT

experience for everyone and can provide additional PR for IIT by bringing it to the

forefront of visualization technology. Special arrangements may also be made so that the

system will be on display for tour groups already on campus for the architecture. Further,

as the system becomes more established, the potential customers will expand to include

the local community and potential sponsors.

- 7 -

POTENTIAL SPONSORS

From multiple searches of funding opportunities for virtual reality, the EnPRO 351 team

identified many grants for research with established virtual reality systems. These

opportunities included regional, government regional, and government national sources.

Many of these grants focused not only on the research conducted with the virtual reality

system, but also on the further development of the visualization technology. Hence, the

government and regional research institutions may provide additional customers for a

newly implemented VR system. See Appendix B for three samples of the grants available

from the National Science Foundation for research and development with visualization

technology.

THE LOCAL COMMUNITY

IIT currently hosts several community-oriented programs through the Digital Media

Center and the BCPS department. Both operate programs that work with local high

schools and may benefit from the new virtual reality system. IIT could expand on the

existing programs or design completely new ones to teach high school students about

modern visualization technology. In this way, IIT may demonstrate its new VR system to

students and spark increased interest in both VR and IIT itself.

EnPRO 351 has spoken to the Digital Media Center which expressed interest in utilizing

the VR system once it is established on campus. This work, along with that of the BCPS

department program could be further coordinated with the IIT Office of Admissions and

even the IIT Communications and Marketing Department. Both would benefit from the

increased exposure associated with the demonstration and use of the virtual reality system

both on and off-campus.

Finally it is possible that the new system may attract its own following independent of the

school or its programs. For instance, modern artists with their emphasis on three-

dimensional forms may be interested in the new system. In this case, reservations could

be made for them to use the system and a fee charged for off-campus users.

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MARKET

The primary market for the new virtual reality system would consist of the students,

faculty and staff of IIT main campus and potentially the IIT downtown campuses of

Chicago-Kent College of Law and the Stuart School of Business. This means a potential

market size of approximately 5000 students and faculty from the main campus alone,

with an additional 1800 from the downtown campuses.

Market Breakdown:

Students on the Main IIT Campus: 4725

Students on Downtown Campuses: 1653

Faculty on the Main IIT Campus: 547

Faculty on Downtown Campuses: 225

IIT Staff: 650

Total 7800*

*Data provided from the latest information available (Fall 2004) from the Office of Admissions, and Office

of Information and Institutional Research:

http://www.iit.edu/admission/undergrad/Fast_Facts/index.html

http://oii.iit.edu/oii/facts/facts.shtml

MARKETING STRATEGY

The VR system on campus will provide a wide variety of applications and opportunities.

In order to ensure the system is used to its utmost potential, it is important to understand

who the customers will be and how to effectively reach them. Here the EnPRO 351 goal

is unique because the primary purpose of the product will not be to generate revenue, but

to offer a special service to the IIT faculty and students. The cost to use the system

would therefore be very low to IIT staff and students. The pricing for students and

professors would generally reflect the following structure: classroom and research

services would be provided free of charge while the use of the system for entertainment

would include a nominal fee. Visitors to the campus would be required to pay a

predetermined fee to use the product. These fees would be used to maintain and/or

upgrade the product.

- 9 -

Although the use of the new system would not require very large fees, it is still vital that

the system be properly marketed. In order to ensure this, several measures will be taken.

The first of these would be to establish special workshops for students and faculty. As a

specialized vehicle to facilitate learning, research and design, the new system would most

likely require some level of training. The workshops would provide potential users with

the knowledge and skills to make the best use of the VR system. In addition, it would be

a way to demonstrate the system to many people at once. Workshops would be ongoing

and take place several times a year. At the same time as the workshops, students

associated with the VR project would actively ‘recruit’ students and professors by

approaching them and discussing the potential role the new system could play in the

research lab and classroom. This is important to ensure the students and professors on

campus are fully aware of the new system and its applications. These two outlets would

help integrate the new system with existing programs at IIT.

In addition, the new system would be advertised through existing channels on the IIT

campus. These would include the student-run campus newspaper, TechNews. Printed and

distributed weekly, the newspaper provides an excellent outlet for ads, promotions and

reviews. In addition, special events such as the workshop can be announced through the

student mass mailer, sent out twice a week. Additional advertisement can be provided

through posters and fliers, as well as WIIT the student-run radio station, Hawk-TV, and

The Tube, the IIT web portal. In order to reach more alumni and faculty, advertisements

and reviews could also be submitted to Contact, the IIT community bulletin.

Later sources of advertisement can include a website featuring information about virtual

reality and its applications. The website would not only tell viewers about the new system

at IIT but also provide online lessons and a support forum for general users and

developers of the VR system. An email list would also be compiled of users of the new

technology.

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COMPETITION

There are two types of institutions which can be considered competition to the VR system

on the IIT campus: other universities providing VR services and public institutions such

as laboratories and museums. Since the primary customers for the IIT VR system are the

students and faculty on campus, these institutions are not expected to limit the market

size or compete directly with the IIT system. Still it is important to recognize the

potential loss of customers from these competitors and an analysis of each follows.

Most major universities in the country provide virtual reality services for their faculty

(See Appendix E). In Illinois alone, the University of Illinois at Chicago, University of

Illinois at Urbana-Champaign, University of Chicago, and Northwestern University all

possess some sort of VR system. Some have a very long tradition in the field. However,

these universities are not expected to cut into the customer base for the IIT system simply

because the IIT system would be marketed specifically to students and faculty on the

main and downtown campuses. In addition, the services offered will not be the same.

Currently most other universities focus their resources on research and graduate studies.

Northwestern University, for instance, is conducting research with haptic devices which

provide physical stimuli that correspond with the virtual environment. The research is

currently conducted through their school of medicine. Similar trends can be seen at other

schools such as UIC. In addition, certain schools are conducting research in engineering

and psychology. For example, the Virtual Reality Application Center at Iowa State

University offers a master degree program and Ph.D. program in Human Computer

Interaction. Finally, some schools like the University of Illinois in Urbana-Champaign

are offering programs directed towards elementary schools, in order to familiarize

students and teachers with virtual reality systems.

While the IIT system will also be used for research, it will also have unique applications.

In addition to graduate research, the IIT system would be integrated into the regular

classes for students. This will provide a unique learning experience specific to IIT.

Courses in architecture, engineering, biology, physics, chemistry, computer science and

- 11 -

internet communications can all benefit from VR technology. Finally, it should be noted

that the IIT system can also work with the systems at other universities.

The Electronic Visualization Lab (EVL) at UIC is one of the most advanced VR labs in

the world since professors from UIC invented the CAVE in 1992 and the ImmersaDesk

in 1995. Today EVL has chosen to focus its research on tele-immersion, the joint

collaboration of users from multiple locations in the world through high-speed networks

in shared virtual environments. As with large research institutions such as Argonne, they

have access to the one of the most advanced computing systems in the world through the

High-Performance Computing Research Facility featuring a massively-parallel IBM-

Scalable POWER SP system. Schools with virtual reality systems can access those

systems through participation in the EVL-Argonne research project, Starlight.

It is worth of mentioning that a few years ago the state of Illinois completed the I-WIRE

project - the Illinois Wired/Wireless Infrastructure for Research and Education. It is an

optical "dark fiber" network that links major research institutions and universities in

Illinois such as Argonne National Laboratory, the University of Illinois, the University of

Chicago, Northwestern University, and the Illinois Institute of Technology. The main

purpose of this project is to create a virtual forum through optical networks for joint

research between national laboratories, the communications industry, and academic

institutions. Therefore, the IIT system could actually benefit from existing systems found

at other schools and institutions by working in tandem with them on network projects.

Finally, national research institutions and laboratories can be considered competition

because they offer public access to their virtual reality facilities. Museums such as the

Adler Planetarium and the Sci-Tech Museum in Aurora employ VR systems to educate

visitors on specific subjects. Although they would not be expected to harm the market

size from IIT students, it is possible they would limit the number of off-campus visitors

we receive each year. However, most museum-based systems serve display purposes only

and do not let visitors interact with the display. They are educational movies on a specific

topic. The IIT system would serve a much wider role and would allow guests to interact

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with the system and learn about the VR system itself. These are services that are not

provided by museums such as the Adler Planetarium and therefore give the IIT system an

advantage over the museum models.

In the last twenty years, the list of institutions that have begun research into virtual

environments has grown rapidly. However, IIT has not yet added itself to that list. Right

now, the school has the opportunity to join the rest of the world’s major universities in

the field of virtual reality and remain competitive. The biggest threat from the existing

competition is that their technology and experience will far surpass the school while IIT

waits on obtaining a virtual reality system.

FINANCIALS

The financial costs involved in this undertaking will essentially be required in two areas;

namely: initial cost of purchasing equipment and maintenance costs. The cost of

equipment will obviously depend on the type of installation that is decided upon;

however purchase costs for the Viz3D and GeoWall options are listed in the table below.

The costs of renovation or making space for the “facility” are negligible because we

believe that the best VR options for IIT are portable and thus this eliminates any possible

space costs. There may be specific costs for different software titles. However, many of

the installations that we looked at come bundled with enough software to start up.

Therefore software limitations are not expected to be a problem until well after the

system has been implemented on campus.

Total Costs

VR System Total Cost (Standard Configuration) Maintenance Costs

VIZ-3D < $ 55,500 (MSRP) Negligible

GeoWall Est. $ 8,000 - $20,000 Negligible

- 13 -

Since the GeoWall is assembled by a team of students or professors, the breakdown of

the estimated costs of the individual parts is included below. Price quotes are given from

corporations with experience with VR technology.

GeoWall Costs

GeoWall Parts Cost* Source From Website

Cart $500 Anthro Corp www.anthro.com

Stacker $500 Audio Vision Inc www.audiovisionsinc.com

DLP Projectors (x2) $7000 for Both Projector Point www.projectorpoint.com

Screen $200 Projector Point www.projectorpoint.com

Computer $3500 Reason Computers www.reasoncomputer.com

Total $11700

*Plus Taxes and S/H. All Prices Approximate.

Of course, parts can be found from existing hardware on campus. While the projectors on

campus are LCD models and therefore do not match the requirements of the GeoWall, a

suitable cart may be found amongst the existing projector and computer carts already in

use at IIT. In addition, the GeoWall utilizes a regular computer. Therefore any high-end

computer that is available could be used for the GeoWall. Finally the school possesses a

number of portable and fixed screens. Therefore the total cost of the GeoWall is likely to

range from $8000 at minimum to up to $20000, should the school choose to buy the best

equipment possible.

Since the Viz3D projection system and GeoWall are small and portable, the cost for

storage space should be minimal. In fact, it is expected that the VR system will not

require much more room than the standard projector cart. In other words, either system

would only require a secure closet for storage. Maintenance of either system is, as already

noted, negligible. Therefore the only real cost associated with the Viz3D system and

GeoWall are the initial start-up costs and any funds allocated to software or hardware

upgrades of the system.

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PATH FORWARD

The path forward progresses in three primary stages. In the current stage, start-up funds

are identified and, if possible, acquired. In the first stage after funds are found, the new

system is installed and integrated with the classes and programs already on campus.

Finally, in the third and ongoing stage, staff and maintenance are provided to facilitate

the use of the system and keep it in good condition.

Stage 1 Stage 2 Stage 3

Stage 1A

Stage 1B

Stage 2

Stage 3

Current

Enpro 351 is identifying sources of funding for the installation of a virtual reality system

on campus.

Stage 1: Fall 2005

Stage 1A

Funds are acquired and spent on installation of the virtual reality system on campus.

IPRO team is designated to build and maintain the system, as required. This would

become necessary should the GeoWall approach be favored. The Viz3D system is

acquired as a package and would not require a build stage or build team. A permanent

storage space is determined and the possibility of a display space is considered. System

for check-out of equipment is established. Teams familiarize themselves with the VR

system and teach any incoming members.

- 15 -

Stage 1B

Positions such as Director and Public Relations Operative are filled (See Team Below).

One sub-team is allocated the task of promoting the system on campus through fliers and

other media (See Marketing Strategy). The team also speaks to and works with

departments to help integrate the system into the IIT curricula. Potential applications of

the system are explored and fulfilled. Initial training sessions and workshops are

conducted for faculty and students.

Stage 2: Spring 2006

The virtual reality system is marketed and promoted to the entire campus and the Chicago

community. Local high schools may be invited to work with the system and learn about

both IIT and virtual reality. Demonstrations and workshops for the system including

examples of its various applications are planned and implemented. Continue to integrate

system with departments on campus including, but not limited to, academic departments,

marketing, student activities, admissions, and the Digital Media Center. Work with

vendors to prototype the virtual reality system and begin advanced workshops for

professors and students who have some experience with the technology. Consider the use

of the system for entertainment.

Stage 3: Continuous

Stage 3 encompasses the daily workings of the virtual reality system. The team will

continue to collaborate with departments for additional applications and ongoing

promotion on and off campus. A team of software or hardware developers may be

assigned the task of upgrading and advancing the virtual reality system on campus.

Second level funding in the form of research grants to develop the virtual reality system

are investigated.

PROGRESS TO DATE

In looking into the possibility of VR on the IIT campus, a variety of actions were taken

by the Spring 2005 EnPRO 351. The team was split into two groups: a research group

and a funding group. The progress of each group is listed below.

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Research Group

Investigated virtual reality systems currently available, the technology and software used

on other campuses and the applications on the IIT campus. The team also worked to

promote virtual reality on the IIT campus.

1. Compiled a list and compared the different virtual reality systems commercially

available, with prices where possible. (See Appendix A)

2. Researched virtual reality centers at other schools and institutions. Visited the

UIC electronic visualization lab and examined current developments in VR

technology.

3. Attended demonstration by EON group here at IIT.

4. Promoted awareness of virtual reality and its applications through articles in

TechNews (See Appendix D) and on WIIT.

5. Analyzed the various systems researched and decided the Viz3D SXGA 3D

projection system and GeoWall represented the best candidates for a virtual

reality system on campus.

6. Examined the potential applications on campus and gauged faculty interest for the

GeoWall.

7. Examined the software compatibility of the GeoWall software and existing

software on campus. (See Appendix C)

Funding Group

Researched grant funding for the installation of a virtual reality system on campus,

including:

1. Met with grant department to learn about databases, sources, proposals, and types

of grants.

2. Researched governmental agencies (NSF) offering funding at the state and

national level.

3. Approached Digital Media Center concerning possible sources of funding on

campus. (No Available Funds for Start-Up)

4. Compiled a list of grants including contact information, requirements, focus,

amount and deadlines. (See Appendix B)

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THE TEAM

The VR project will run in stages and will therefore require a different at each stage of

development. The follow-up IPRO to the Spring 2005 EnPRO 351 is expected to handle

Stage 1. Members of the IPRO can come from any discipline, but it is important to note

that the specific roles of the members may more easily lend themselves to students in

certain majors.

In Stage 1 and 2, students will be needed to build and/or maintain the system and

software, depending on whether funds are acquired for the Viz3D System or the

GeoWall. In addition, the team will need to promote the system and train users in its

proper use. These roles may be assigned in any manner and with multiple people in each

role. Electrical engineering, computer science, business, and education are some of the

fields which may find the IPRO particularly engaging. Of course, students from any

major are welcome to join and make their own unique contributions.

There are multiple possibilities after Stage 1 and 2. The school may be satisfied with the

VR system, or it may choose to expand on it. Should the school choose to expand the

program, the teams from Stage 1 and 2 may be required to continue the integration of the

system into the school’s programs and classes. Otherwise, the teams will no longer be

necessary and a longer-term team may become necessary to maintain the system. This

team would be comprised of a few individuals, made up of the following roles or

positions:

� Director: Accountable for the operation of the facility. Leads the staff in ensuring

the success of the center. In charge of scheduling the center’s use.

� Public Relations Operative: Answerable for the marketing of the center, both to

persons at this school such as professors and students, and to the world.

� Technical Expert: Responsible for the technical aspects of the virtual reality

device. Makes repairs and upgrades, orders parts when necessary, and loads

software onto the machinery. May be comprised of multiple people as necessary.

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� Tour Guide: Acquaints new users with the technology. Presents background

information and instructions for proper usage to classes and visitors. May be

aided by an assistant.

RISKS

Risks are associated with any new venture and it is important to identify those risks so

that they may be accounted for and managed. Here it should be noted that the risks of the

VR system are not typical because the profits of the system are not of monetary value

alone. There are several risks associated with the implementation of a VR system on

campus. These risks have been identified and methods of management have been

developed so that none of these risks should cause a major problem:

� The Chosen VR System Becomes Obsolete: It is possible that the Viz3D system or

GeoWall may become obsolete in the near future. The recommendations made in

this plan were made for a variety of sound reasons, but it is not entirely possible

to account for new technology. This risk is mitigated by the fact that, even if the

system obtained becomes obsolete, IIT will still have a suitable system for its

classes and research. While it may not be able to claim it is on the cutting-edge of

visualization technology, the school can still make use of the other applications of

the system. In addition, IIT will still be farther along in the field of visualization

than it is currently in. Furthermore, the existence of the system on campus would

likely increase the likelihood of outside funding to obtain a new system. In other

words, the system obtained by EnPRO 351 could potentially pay for a more

complex and expensive system in the future.

� The Center is Unused: There is the risk that the VR system will not be used. This

risk is highly unlikely. Based on the research already conducted, interest in the

system is high in several departments. In addition, the follow-up IPRO to the

EnPRO would be in charge of advertising and informing the faculty and students

of the applications of the new VR system. With proper marketing and education

about the new system, it will most likely be an asset valued by most departments

and students.

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The risks associated with the VR system are few and easily manageable. Perhaps the

bigger risk would be to not obtain virtual reality at IIT right now. In the research

conducted by the team, it was noted that most of the grants available for VR research

assumed experience with VR. In other words, the school has already missed out on the

grants available for schools seeking to implement a new VR system. The University of

Illinois, the University of Chicago, and Northwestern University all have virtual reality.

IIT does not. That makes the school less competitive due to a lack of technology. It is not

too late to tap into the potential of VR, however. Many schools have let the potential of

this technology remain untapped. If IIT were to integrate VR into its educational

curriculum, it would almost immediately stand out amongst schools with VR. IIT could

truly invent the future.

SUMMARY

A survey of schools (See Appendix E) reveals that many institutions already posses VR

technology. As a technical school devoted to ‘inventing the future,’ it is important that

IIT retain its position as a leader at the forefront of technology. Our job for EnPRO 351

was to research and evaluate potential systems for the university and determine the

feasibility of VR on campus. We researched numerous possibilities and found the

potential for virtual reality on campus to be tremendous. In addition, we determined that

the Viz3D projection system and GeoWall are the best options for IIT. We also mapped a

plan to integrate the VR system on campus. Finally the team found that grants were

unavailable for start-up institutions: those grants have been replaced by funds for

universities and institutions with experience in VR.

This means the university is behind in the area of visualization technology. IIT can no

longer afford to ignore the absence of VR on campus. Acquiring a visualization system

should be an important priority. The benefits greatly outweigh any potential risks or

financial concerns. Current and future students expect an “institute of technology” to

lead the way in educational opportunities, which can only be done by providing

contemporary facilities and curricula. By choosing to acquire a 3D visualization system,

IIT can assure its position in the competitive technology education environment.

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APPENDIX A: VR SYSTEMS

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GeoWall Construction/Setup:

1. Introduction This documentation details the procedure one has to adopt for putting together a Geowall.

1.1 What is a Geowall?

In plain terms, a Geowall is a low cost visualization system. It is a desktop PC running Windows, Linux or Mac OS X, with a fast graphics card, two projectors and a screen. Each of the projectors display a computer generated image for each eye. Filters placed before the bulb of each projector polarize the image. When a viewer puts on polarized glasses, he can see a true 3D image. This is called 'passive stereo'. A significant advantage of passive stereo is that the images can be viewed using cheap 3D glasses and avoids the costly shutter glasses which active stereo requires.

1.2 What is it used for?

The Geowall, being a low cost system became instantly popular among the research circles. It found usage in data visualization and also in teaching science to college and graduate level students. EVL set up the first Geowall at Chicago; since then at least 80 Geowalls have been set up at universities, research laboratories and museums throughout the United States. A good Geowall system can now be set up for as low as 8500 USD.

1.3 Geowall and the Access Grid

The first prototype of the Geowall was christened 'AGAVE' Access Grid Augmented Virtual Environment. The idea was to support interactive observation and sharing of 3D data sets between sites that already have Access Grid nodes established. The Access Grid provided the video and audio channels required for collaborative work; the AGAVE was a new visualization system to assist data analysis by scientists. The AGAVE was renamed the 'Geowall' when geoscientists understood the benefits of using a stereoscopic system in studying the Earth's interior and natural phenomena.

The Geowall was incorporated into EVL's vision of Scientific Workspaces of the Future called 'Continuum' spaces and funding was received through the SWOF Alliance expedition. Software like 'Immersaview' was developed to support collaboration.

Besides this document you can also refer to the following : 1. The Geowall Consortium.2. The AGAVE site at the Electronic Visualization Laboratory.

If you have any questions please email the CAVERN group at [email protected]

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Fig 1: This is a typical Geowall set up. Roll the mouse over the individual circled components to see an enlarged view.

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2. RequirementsThe following is an exhaustive list of the hardware and software the Geowall requires.

2.1 Hardware

2.1.1 Computer: Any standard PC with a powerful graphics card can be used for the Geowall. The machine may run on Windows, Linux or Macintosh OSX. The only unique component is the video card : it should support 'Twinview' or in other words the video card should have two outputs. You will connect a projector (and/or a monitor) to each head of the card.

Fig 2.1- A Geowall PC with two monitors.

Component Description CommentsThe faster the better. A dual CPU is not necessary, but if you can afford it go ahead and get two CPUs.

Pentium III/IV 1 GHz CPU

Minimum 512 MB RAM

The more the RAM the better the performance. Most Geowalls out there have 2 GB RAM. Hard disk depends on your requirements. The largest known configuration of a Geowall was 3.5 GB RAM/ 500 GB hard disk

Memory 20 GB hard disk space

NvidiaGeForce4 Ti

4600 or

Your graphics card must support Twinview i.e. it must have 2 video outputs. You can also use one of graphics cards from other vendors like

Graphicscard

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NvidiaQuadro4 900

XGL

ATI (Radeon cards).

Between the GeForce4 and the Quadro4, you should do a cost-benefit analysis. The Quadro4 has more capabilities (it can do quad-buffered stereo) and is more expensive. It is advisable to insert the graphics card in the AGP slot if available in the PC.Keep your computer plugged into at least one monitor, so that you can use the machine as a regular desktop too.

LCD/CRT - 2 nos.Monitors

Next make sure your computer has the following system software:

Software Description CommentsIf you order a PC from a vendor, it will probably have Microsoft Windows XP Professional (or Home) already installed; so it is ready for use. Geowall users typically install Linux on the machine and make it dual boot. 'MacGeowalls' (Apple's Macintosh computers) also exist; but the Windows/Linux dual boot combo is most common. Most Geowall application software run on all three platforms.

Windows 2000/XP,

RedHat Linux 7.3/8.0, Mac OS

X

OperatingSystem

Windows: download the

unified drivers. Quite

straightforward.

Linux:download2 files - a GLX driver file and a

kernel driver file. Run the

NVchooser.shutility that

Nvidia provides to find out

exactly which drivers are required for your system.

Drivers for graphics

card

Get the latest drivers from the NVIDIA web site http://www.nvidia.com or the vendor whose cards you are using.

Application Immersaview, These are all described here. You can do this

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software Walkabout,Wallview,

Viewer

after your Geowall has been set up.

Miscellaneous Hardware/Software

Treat the Geowall machine as a regular desktop PC i.e. if you need sound install a sound card and speakers;put it on the network etc.

2.1.2 Signal Splitter.

It is useful to connect two monitors to the Geowall PC alongwith the two projectors. This means that you need four video signals from the dual headed graphics card. This can be achieved with a 'Signal Splitter'. Extron makes these.

This is optional as the projectors have data backs that provide an output to the monitor. But if your projectors are turned off then, the monitors will not receive a signal. With the splitters, you can use your Geowall PC as a regular workstation when you do not need the projectors to be lit.

Fig 2.2 A Signal splitter

2.1.3 DVI-VGA converter

The graphics cards may have two Digital video Interface (DVI) ports or a 15 PIN VGA and a DVI port. VGA cables are more commonly available and CRT monitors usually have only VGA connections (LCD monitors come with both type of connections). A DVI-VGA converter will allow you to run VGA cables between a projector and the graphics card output.

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Fig 2.3 A DVI-VGA Convertor

The Quadro4 card has only DVI outputs, so if you use VGA cables you will need two such converters. Technically, the connections should be DVI since signal conversion may degrade the video quality. The degradation is very minor, so using VGA connections on your system is recommended.

2.1.4 Projectors

Use two Infocus LP530 DLP projectors for your Geowall. They are stacked on top of each other so that the images overlap. When the Geowall project started out we used the Infocus LP350 projectors, but the 530s are much brighter and the reconditioned ones are cheaper too.

Fig 2.4.1 - Table Mounted Fig 2.4.2 - Ceiling Mounted

The light emitted by DLP projectors is not polarized and so the Geowall was designed with DLP projectors instead of LCD projectors. The latter are typically pre-polarized, so you cannot control the polarization with filters.

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2.1.6 Projector Screen

The projection screen is coated with a special polarization preserving material. Not just any screen will work with polarized light. For a front projection system, the screen is a 'Da Lite silver surface screen' or just a 'silver screen'. Chances are that you don't have a silver screen unless you have an AV closet that hasn't been cleaned in 30 years. Front projection screens also come with a stand and a carrying handle; so they are handy when you want to travel with a Geowall.

Rear projection screens that preserve polarization are also available. These are custom made and coated with 'Disney black film'. These are costlier and used only there is space available for rear projection. The contrast on these screens is much better than the front projection screens.

Fig 2.5 - Front projection Screen

In general EVL recommends rear projection unless budget or room constraints prevent you from doing so.

2.1.7 Polarizers

The light which is projected on to the screen needs to be polarized. You have to attach filters in front of the bulbs on the projectors. This section describes the types of polarization available and where you can get them.

Linear Polarization Circular PolarizationLight is polarized in either the

horizontal or the vertical direction.

Light is polarized in the clockwise or the anticlockwise direction.

Cheaper. But you lose stereo when you tilt your head.

More expensive. Stereo is maintained even when viewers tilt their heads.

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EVL recommends the use of circular polarization.

TIP:Polarization filters remove 62% of the light and that energy has to go somewhere. Some of it is reflected away but most is dispersed though heat. If the filters are too close to the projector and the light is concentrated in a small area the filters will begin to depolarize and melt. The way around this is to move the filters as far away from the light source as possible

Fig 2.6 a - Circular Polarizers components Fig 2.6 b. Polarizers with holders.

The setup procedure is described here

2.1.8. Stereo glasses

All viewers of the GeoWall wear glasses to see stereo. Glasses are available as disposablepaperversions,reusableplastic and aviator style. The type of polarization(linear or circular) has

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to match the type of polarizationused on the projector.Thepolarizedstereoglasses cost much less than the LCD shutters used in active stereo.

Fig 2.8 - Stereo glasses.

2.1.9. Stand.

This is required in case of the front projection systems and the two projectors are placed in front of the screen on the stand and then aligned.

Fig 2.9 Stand for projectors.

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3. Set Up Procedure3.1 Set up the PC

The system requirements were described in this page. Connect your monitors, keyboard, mouse and splitters. Make sure that Twinview (i.e. the graphics card has two outputs)works and for now set up the desktop for horizontal span (described below in Section 3.1.1). Applications for the Geowall require either 'Clone mode ' or 'Horizontalspan' on the graphics output.

3.1.1 Set up Display Modes

Horizontal span

Here is a brief description on how to get horizontal span on Windows and Linux for the Nvidia cards.

Windows 2000/XP:1. Right click on your desktop. Choose Properties->Settings->Advanced.2. Click on the 'Quadro4 900XGL' tab. Look for 'nView Display Mode'. You should see the following window:

Fig 3.1 NVIDIA display modes. - Horiozontal span

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3. Click OK. This is the general process for Nvidia's cards. If you are having trouble configuring Twinview take a look at Rob Newman's page on the Geowall at the Scripps Institute of Oceanography.

Linux:

1. The /etc/X11/XF86Config-4 file controls how the display should look. Please look at the README file that Nvidia provides. The following is a chunk out of this file relevant to setting up Twinview.

Section "Screen" Identifier "Screen0" Device "NVIDIA GeForce 4 (generic)" Monitor "Monitor0" DefaultDepth 16

Subsection "Display" Depth 16 Modes "1024x768" "800x600" "640x480" EndSubsection

Option "TwinView" Option "SecondMonitorHorizSync" "31.5-48.5" Option "SecondMonitorVertRefresh" "50-70" Option "MetaModes" "1024x768,1024x768" Option "TwinViewOrientation" "RightOf" #Option "TwinViewOrientation" "Clone" #Option "Stereo" "4"

EndSection

You can download an example XF86Config-4 file here. This file is configured to run in 'Clone mode' where both your monitors will show the same desktop instead of the desktop being stretched across. Change the 'TwinViewOrientation' to 'RightOf' (or 'LeftOf') ; restart the Xserver and you should see the desktop stretch across the two monitors.

Clone mode

Here is a brief description on how to get Clone mode on Windows and Linux for the Nvidia cards.

Windows 2000/XP:1. Right click on your desktop. Choose Properties->Settings->Advanced.2. Click on the 'Quadro4 900XGL' tab. Look for 'nView Display Mode'. You should see the following window:

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Fig 3.2 NVIDIA display modes. - Clone mode

Choose the OpenGl settings and enable quad buffered stereo API as shown below in fig 3.3-a. Also choose additional properties and enable stereo in OpenGL and 'Use nView clone mode' as shown in fig 3.3-b .

Fig 3.3-a OpenGL settings

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Fig 3.3-b Additional OpenGl properties

3. Click OK.

Linux:

1. The /etc/X11/XF86Config-4 file controls how the display should look. Please look at the README file that Nvidia provides. The following is a chunk out of this file relevant to setting up Twinview.

Section "Screen" Identifier "Screen0" Device "NVIDIA GeForce 4 (generic)" Monitor "Monitor0" DefaultDepth 16

Subsection "Display" Depth 16 Modes "1024x768" "800x600" "640x480" EndSubsection

Option "TwinView" Option "SecondMonitorHorizSync" "31.5-48.5" Option "SecondMonitorVertRefresh" "50-70"

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Option "MetaModes" "1024x768,1024x768" #Option "TwinViewOrientation" "RightOf" Option "TwinViewOrientation" "Clone" Option "Stereo" "4"

EndSection

You can download an example XF86Config-4 file here. This file is configured to run in 'Clone mode' where both your monitors will show the same desktop instead of the desktop being stretched across. Change the 'TwinViewOrientation' to 'RightOf' (or 'LeftOf') ; restart the Xserver and you should see the desktop stretch across the two monitors.

3.2 Set up screen and projectors.

This step involves the mounting of projectors and placing the screen.

There are two projection techniques:

Front projection Rear projectionThe main advantage of front projection is that it takes less space to setup i.e. you don’t need space behind the screen to place the projectors.

Rear projection is useful when you have space behind your screen for the projectors.

If you want the experience to be immersive you must use rear projection so that the viewer can walk up to the screen to allow their peripheral vision to be covered by the screen. Setting up a tracking system works better with rear projection.

The audience will cast a shadown on the screen if they stand close to the screen. The immersive experience is lost.

Rear projection screens called 'disney black screens' are custom made and more expensive. The color contrast is much better than front projection screens.

Front projection screens are commonly available and are known in normal parlance as 'silver screens'.

If immersion isn’t absolutely necessary, and stereoscopic 3D is the main goal, then front projection works effectively. Rear projection systems are a little more cumbersome to set up and more expensive, but the display is more compelling than front projection.

Again, there are two ways you can mount the projectors:

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1. Ceiling projection. 2. Table Mounted projection.

1. Ceiling Projection

In this case the projectors are hung inverted from the ceiling and The projectors are usually hung from a slot in the ceiling to hold them, so that they face the screen.

Fig 3.2.1- Ceiling mounted projectors (front view) with polarizers in front of the bulb.

Fig 3.2.2- Ceiling mounted projectors (rearview)

Mount projectors on a metal (or fire treated wood) shelf 10" x 2 feet, side by side with the lenses as close together as possible, with their horizontal crosshairs aligned and their vertical crosshairs parallel. In this case since both the projectors are inverted as seen from the screen the options in the projectors must be changed to produce inverted images so that they beocme straight when projected on the screen. This can be done by using display controls in the projectors.

TIP : When you order projectors from the vendor, remind him to send you the data backs (look at fig. 3.2.2) for the projectors. These modules allow for more connections like VGA, DVI, composite, monitor out etc.

2. Table Mounted Projection

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In this type of mounting the projectors are just placed on two slots on the stand. Knobs on the sides of the stand can be used to adjust the directionin which the projectors throw light.

Fig 3.3 - Table mounted projection.

TIP : Set the brightness on your projectors to 50%. The bulbs and the polarizers will live longer.

3.3 Split signal from the Graphics card.

The signal from the ports of the graphics card are give to two splitters one for each eye. The signal for the right and left image are split up and the two signals from each splitter are given to the monitor and projector respectively i.e the signal from the 2 splitters for the left and right images must be next given as input to the respective projectors. The converter from VGA to DVI if needed needs to be employed.

3.4 Set Up Polarizers

The polarizers need to be setup next in front of the projectors so that the light from the projectors gets polarized. Stick the polarizer on the projector using velcro. In our early experiments we used duct tape or paper clips to fix the polarizers directly on the bulb; it's safer to stick them at least 5 inches out in front of the projector bulb. The pictures below illustrate the step-by-step technique to put polarizers together.

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Fig 3.4.1 The Components in a polarizer set up. Fig 3.4.2 The polarizer clipped to the holder.

Fig 3.4.3 Polarizer set on the projector.

3.5. Alignment of Projectors

The alignment of the projectors is the most important and time-consuming part of the assembling process. Download this image as a jpg or as a ppm. You can view it with Irfanview or with Internet Explorer in fullscreen mode on Windows. On Linux use Viewer or just use xview (type xview -fullscreen GeowallAlignnment.jpg)

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Fig 3.5 Alignment Pattern

The projectors are said to be aligned when most of the left and right images geometrically overlap on the screen. It's almost impossible to get every part of the images to overlap perfectly since the projectors do not have shift lenses in them; so concentrate on getting the central portion of the image to overlap. In particular, get the words 'Geowall Alignment', the color bands and at least one of the words 'Focus' to overlap. Vertical disparity between the left and right eye images will hurt the viewer more than horizontal disparity in the alignment;so try to avoid vertical disparity.

TIP :You can use the knobs on the stand or the mount to make the projectors throw light on the screen.the projector has adjustments for adjusting the focus and the zoom on screen. Use them to help with the alignment.

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APPENDIX B: FUNDING PROSPECTS REPORT

Three examples of grants available or awarded in the past in the area of virtual reality

research are presented here. The grants are specific to National Science Foundation and

do not reflect the complete range of potential funds for research and design for

institutions with prior experience with virtual reality.

Table of Contents

1. Virtual Reality: Understanding Massively Parallel Computer Systems 21

2. STTR Phase I: Lifelike Virtual Tutors to Support Authentic Learning 23

3. ITR/AP: Simulation of Machine-Medium Interaction in a Real-Time 24

Virtual Environment

STTR Phase I: Lifelike Virtual Tutors to Support Authentic Learning

NSF Award Abstract #0441586

NSF Org: DMI

Award Instrument: Standard Grant

Program Manager: Sara B Nerlove

DMI Division of Design, Manufacture & Industrial Innov

ENG Directorate for Engineering

Start Date: 1 Jan 2005

End Date: 31 Dec 2005 (Estimated)

Awarded Amount to Date: $99970

Investigator: Edward Sims, [email protected]

Sponsor: VCOM3D, Inc.

3452 Lake Lynda Drive

Orlando, FL 32817 407/737-7310

NSF Program: Research on Learning and Education

Abstract: This Small Business Technology Transfer (STTR) Phase I Prodct will

develop a proof-of-concept Web-delivered Virtual Reality simulation that

incorporates lifelike virtual tutors capable of manipulating simulated

objects and communicating in written or spoken English or sign language

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into TERC’s Marble Roll – an online challenge for Grades 4-8. This

research builds on VCOM3D’s and TERC’s use of avatars for

communication of scientific concepts to Deaf and Hard-of-Hearing

students. However, it extends the current capabilities from being

communication aids to being mentors, participants, and/or interpreters

who support all students in developing standards-based abilities of

scientific inquiry and understanding of fundamental concepts related to

forces and motion. The result will include 1) developing a proof-of-

cencept VR simulation that challenges students to solve a problem and

integrates the publication, comparison and analysis of their data; 2)

evaluating the simulation’s effectiveness in supporting all students’

understanding of standards-based science content and process and attitude

toward it, including those with special needs; and 3) identifying

requirements for an authoring tool to create a group of VR simulations.

Successful proof-of-concept will lead to cost-effective, high quality, and

more accessible authentic learning experiences for all students. This

project provides an opportunity through the development and testing of

new universal access and design features to broaden participation of

underrepresented groups in authentic learning experiences. These features

include the ability for students to select an avatar according to race, gender

or ethnicity; low bandwidth modern requirements for use in areas without

a technology infrastructure; and sign language interpretation for deaf/hard-

of-hearing students. A virtual tutor provides constant attention to students’

actions and ideas, using verbal and visual modes of communication

appropriate for that student – a benefit rarely realized in most classroom

settings and one that advances discovery and scientific understanding and

promotes learning that can continue over a lifetime. Additionally, learning

with a VR simulation dramatically increases access to age-appropriate

standards-based learning for students in classrooms without laboratories,

in hospitals, and for those with mobility disorders or special learning

needs including dyslexia and attention deficit disorder. By publishing the

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Virtual Marble Roll and commercializing an authoring tool for creation of

new, universally designed VR simulations, and by licensing the virtual

tutoring technology, the partners will promote widespread use of the

proposed research and development that will support future enhancement

and applications.

ITR/AP: Simulation of Machine-Medium Interaction in a Real-Time Virtual

Environment

NSF Award Abstract #0113745

NSF Org: CMS

Award Instrument: Standard Grant

Program Manager: Mario A Rotea

CMS Division of Civil and Mechanical Systems

ENG Directorate for Engineering

Start Date: 15 Aug 2001

End Date: 31 Jul 2005 (Estimated)

Awarded Amount to Date: $399999

Investigator: Jamshid Ghaboussi, [email protected]

Youssef Hasash

Volodymyr Kindratenko

Sponsor: University of Illinois at Urbana-Champaign

801 S Wright Street

Champaign, IL 61820 217/333-2187

NSF Program: ITR Small Grants, Control Systems Program

Information Technology and Infrastructure System

Abstract: This project is a joint multidisciplinary industry-academia research effort

to develop an advanced virtual reality environment for modeling earthmoving equipment

interaction with the surrounding medium such as soil. The project will take advantage of

rapid developments in hardware, software and information technology to develop a real-

time virtual environment for machine-medium interaction that includes realistic force-

feedback. The proposed development will enhance the design of the earthmoving

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equipment and improve the design cycle. It will also open up venues for application for

VR for machine medium interactions.

Virtual Reality: Understanding Massively Parallel Computer Systems

NSF Award Abstract $9212976

NSF Org: IIS

Award Instrument: Continuing Grant

Program Manager: Gary W Strong

IIS Division of Information and Intelligent Systems

CSE Directorate for Computer & Information Science &

Engineering

Start Date: 1 Oct 1992

End Date: 21 Mar 1997 (Estimated)

Awarded Amount to Date: $500000

Investigator: Daniel Reed, [email protected]

Sponsor: University of Illinois at Urbana-Champaign

801 S Wright Street

Champaign, IL 61820 217/333-2187

NSF Program: Special Programs-Reserve, Human Computer Inter Program

Abstract: This is the third year of a three-year continuing grant. Understanding the

dynamics of massively parallel computer systems is critical to advancing the state of the

scientific art. Increasing numbers of scientist use high-performance computer systems as

their only tool. However, it is impossible to accurately predict performance of application

programs of massively parallel processor systems and it is difficult to identify the

response for poor performance. This work is to use a head-mounted display and virtual

reality technology to develop virtual environment representations of the time varying

state of a parallel computer system. Immersion view models will be developed for data

representation and process control. Much of the work will focus on the development of

appropriate visual and aural idioms for computer and application scientists, making

immersive performance analysis readily understandable.

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APPENDIX C: SOFTWARE SUMMARY, Viz3D

Anatomy:

Visible Human Amira

BioMedical VoxelView

VR Medical Simulation Vis5d

Bitplane Imaris Image Instruments GmbH

Cubispace Plugin for 3DS Max Improvision Volocity

VOXEL-MAN 3D-Navigator IVS-Solutions VoXim

Chem/Bio Molecular Modeling:

Amira AutoDock

Bodil CAChe

Cerius2 Chemsuite

ChemViz Chimera

ChimePro Discovery Studio

Gaussian98 GOpenMol

Hyperchem Imagic-5

Insight 2 Iris Explorer

KmMol MAGE

MOE O

QUANTA Protein Explorer

PyMOL RasMol

Raster3D SYBYL

VEGA Vis5d+

Visualization Toolkit VMD

WebLab Viewer Pro CAChe Group BioMedCAChe

LION bioscience AG SRS3D Theo. and Comp. Biophysics Group VMD

Actify SpinFire Pro MindAvenue Axel

Parallel Graphics Cortona VRML Client Surpac Minex Group Surpac Vision 5.0

Wavefunction Spartan 2.0 Virtuale3D vCollab

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Engineering/CAD/CAE/CAM:

Autodesk AutoCAD CATIA

CEI EnSight, CEI EnLiten, CEI EnVideo IDEAS PRO/E

Microstation Solidworks

Unigraphics Parametric Technology Pro/ENGINEER

Discreet 3D Studio Max Dassault Systems CATIA V5R13

ICEM Technologies IcemSurf CATS GmbH PYTHA v17

Alias Studio Tools GTA GeoInformatik GmbH tridicon

UGS PLM Solutions Teamcenter

Geoscience/Energy:

ArcGIS Geoprobe

Petrelworks Vgeo

Midland Valley 4DVista Schlumberger/Voxelvision GIGAviz

Earth Decision Sciences GOCAD 2.07 AGI Satellite Tool Kit

Leica Geosystems Erdas Imagine

Content Development:

3DStudio EON Reality

Maya Virtools

Direct3D OpenGL Games Arius3D

Virtual Reality Development:

CAVElib VRScape

VRJuggler

Industrial Imaging Simulation Software:

BS Contact VRML Parallel Graphics Cortona VRML Client

VirCinity COVISE Tecnomatix eM-Workplace

Eyecadcher | media VR Reachin

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APPENDIX D: TECHNEWS ARTICLES

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APPENDIX E: UNIVERSITIES WITH VR SYSTEMS

1. Partial list of universities/institutions already utilizing Viz3D technology:

Harvard University Sam Houston State University

Williams College Indiana University

University of California – Irvine Landmark Halliburton

Shippensburg Egea Biosciences

Penn State Christina Care

NASA Glenn University of Minnesota

Brigham Women’s Hospital Proctor and Gamble

Delaware Technical College Incyte

Montana State University University of Rhode Island

Schlumberger FMC

Walsh University Boehringer Ingelheim Pharmaceuticals

Vanderbilt University Delaware Technical Community College

Howard Hughes Medical Institute University of California – San Diego

Encada Oil University of Illinois – Chicago

Allergan Colorado State University – Pueblo

University of Puerto Rico Cornell University

National Institute of Health Foryth Technical Community College

University of Florida SGI

Abu Dhabi National Oil Company Texas A&M

University of Kansas University of Cincinnati

Brigham Young University Anadarko Oil

Fort Abraham Lincoln Foundation Bergen Community College

Nassau County Community College Astrazeneca

Suffolk County Community College Bristol Meyers Squibb

National Research Council of Canada Brookhaven National Labs

Delaware State University University of California – Berkeley

University of Hawaii – Manoa

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2. Partial list of universities/institutions utilizing other VR technology:

Universities Cave Immer aDesk Wallss

Boston University 2

Brown University 1 1

1 1Indiana University

Iowa State University 1

Michigan State University 1

Mississippi State University 1

Northwestern University 1

Ohio State University 1

1Old Dominion University

Penn State University 1 1

1Pittsburgh Supercomputing Center

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Purdue University 1

Stanford University 1

niversity of CaliforniaU 1

1University of Chicago

University of Huston 1 1

University of Illinois (ACCESS) 1

University of Illinois at Chicago (EVL) 2 14

University of Illinois at Chicago 2

(VRMedLab)

U. of Illinois at Urbana-Champaign 11 2

(NCSA)

University of Iowa 4

University of Michigan 1

University of Minnesota (LCSE) 1

1University of Utah

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West Virginia University 1

University of Wisconsin 2

Virginia Tech 1 1

Wright State University 1

American Museum of Natural History 1

Adler Planetarium 1

SciTech Museum in Aurora 1

Argonne National Laboratory 1 4

Army Research Lab 1

DARPA 1 1

ISI, Marina Del Rey 1

NASA/ University of Houston 1

NASA Langley 1 2

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Naval Research Lab, D.C. 1 1

Naval Surface Warfare Center 1

NIOSH Morgantown, WV. 1

NIST Gaithersburg, MD. 1

RNL Oak Ridge, TNO . 1

US Army Corps Eng. WES 1

Wright Patterson AFB 1